For people working on the C++ code.
you can use core.get_mod_storage() to get a copy of the object (it must be run at startup ). You can then use the same functions as http://dev.minetest.net/NodeMetaRef . For an example of how to use CSM + modstorage you can take a look at my chatlog mod
I'm working on it, it's called “MineClone 2”:MC clone
Write a MC clone - or at least, a clone of MC 1.0 (…)
Make trees more interesting
Those two are now finished.Implement client-side Lua
That's because it's fairly simple. The storage ref works just like a node meta:burli wrote:Great. Do you have examples somewhere? The doc is a bit thinnrz wrote:The mod storage is now implemented in CSM and SSM :)
local ref = minetest.get_mod_storage()
then later you can use
str = ref:get_string("doodles")
- Gael de Sailly
- Posts: 794
- Joined: Sun Jan 26, 2014 17:01
- GitHub: Gael-de-Sailly
- IRC: Gael-de-Sailly
- In-game: Gael-de-Sailly Ginkgoo
- Location: France
- Write (yet another) mapgen
The objective is to write a mapgen (loosely) based on this article: Polygonal map generation for games, which is a very different way of creating a maps, that seems to give excellent results.
This is definitely something I would love to see in Minetest. Are you still working on it?Nore wrote:Yes, already did... I also made my own code, that is still a WIP demo in Python though, and that produces 2D maps and not Minetest ones.qwertymine3 wrote:Nore, have you seen the polyworld module for Terasology?
Just realize how bored we would be if the world was perfect.
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